Refer a Friend
Page 170 of 331 First ... 70 120 160 168 169 170 171 172 180 220 270 ... Last
  1. #1691
    The power pools PPE and ISP are 50-100 and the powers and spells that draw from them almost never cost one point. Also, there are 20 spells each using the same pool. Every time I used a spell I would have to update the counters on the other 20 spells. I will take a look at the extension you left on the forum, hopefully, that will work out. I am kinda working from ground zero extension knowledge wise so wish me luck!

  2. #1692
    Quote Originally Posted by damned View Post
    danielfruth the extension would start like this...

    Please share your final extension AND some exported characters.
    This was actually a lot more than I expected. It's almost perfect as it is. However, I can't find the equivalent code to /Spellpoints X to decrement the psionic points. I tried to go over the code to identify the command. I failed. Then I tried to find the original /Spellpoints X command thinking I could find out where the equivalent code was or to copy and modify it for the psipoints decrement. I failed in that too. I'll have togo over the tutorials and see if I can find them or something similar.

    On a side note, I looked at the class addition tutorial and played around with your extension. It was nice, though when I added an empty class to test, it still had some descriptive text and added a Lord title. I'll have to go over the tutorial again and take out that part. I am also thinking that maybe I can use my copy and paste expertise to make a racial class based on the classes. It should be easier since it doesn't have to increment a level tally.

  3. #1693
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    The decrementing should all be there...
    There are 12 slots for Spells and 12 slots for Psi
    Rename each slot as required
    Add in the point cost
    Add in total points at bottom and reset the current value by right click

    Re: Class
    There is a lua file that builds the data source for those things that happen when you add a class

  4. #1694
    Quote Originally Posted by damned View Post
    The decrementing should all be there...
    There are 12 slots for Spells and 12 slots for Psi
    Rename each slot as required
    Add in the point cost
    Add in total points at bottom and reset the current value by right click

    Re: Class
    There is a lua file that builds the data source for those things that happen when you add a class
    Then I don't know the command to decrement the psipoints. What is the equivalent to "/SpellPoint X" for the psipoints Current value?

  5. #1695
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Quote Originally Posted by danielfruth View Post
    Then I don't know the command to decrement the psipoints. What is the equivalent to "/SpellPoint X" for the psipoints Current value?
    Hah.
    There are so many different ways to use MoreCore and I only use a handful of the bits and pieces I forget lots of things...
    So there is a command /spellpoint that decrements the Current Value of Spells?
    Ill check it out and send you the code for doing it for /psipoints

  6. #1696
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    Ive just had a look and I might have to build it in to MoreCore for maintenance purposes. It would of course only have an effect if you were running an extension that added PsiPoints...

  7. #1697
    Is there a roll command for 2d6x10 or 2d4x10 or 1d4x100? I keep ending up with 2d60 or 2d40 or 1d400. I know technically its similar to 20d6 and 20d4 but that's not how the Rifts rules work. I guess its to allow greater variance as opposed to averages. More dramatic I guess.

    I have had issues automating things because the rolls commands don't know order of operations. /sthrow d100<5x((p1)-1)+24+(p2). In human speak... comparing to a skill where the target is: +5%x(level-1)+Base 24%+(IQ bonus%). This would have completely automated the skill levels, well, once p1 and p2 were dragged in.

  8. #1698
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    24,754
    Blog Entries
    1
    there is a d60 and a d600
    they will roll 10/20/30/40/50/60 and 100/200/300/400/500/600 but others will use a random number generator to roll
    the rolls are not coded to accept your math
    the roll would need to have the support for your string inputs coded into them - a non trivial task

    I did start to build a math panel that would support this type of operation without having to attempt to recode every roll but it was very complex, tied my head in knots and I had to stop...

    I suggest that you look at the sthrow roll and make it accept the 3/4 inputs

  9. #1699
    Greetings, I have a question. (Sorry if it has been asked before, but I searched and didn't found anything like it)
    I'm trying to make a character sheet for Mythras and that game uses a d100 roll-under system. The skills have a value of two stats plus whatever ranks you have in that skills (Stat 1 + Stat 2+ Ranks), I've set up each of the stats with their values as their (p1) value and then each skill also has its ranks as (p1), plus I made sure to reference the two corresponding stats as references A and B for each skill and now the parameter formula for each skill is now "/rollunder 1d100x((a1)+(b1)+(p1))", but it's obvious that the parentheses are not working, is there a way I can do this?
    Thanks for reading.

  10. #1700
    Hello, I took the most recent extension with the Classes and AC modification and removed the classes presets, first tab class entry and AC calculation. None of that was relevant to the Rifts ruleset. This does leave the framework for Class, though the functionality to increment the level and send messages for the level gain is gone. It's not really a new extension since I didn't really add anything of my own so I wanted to know if you had an issue if it was posted either here or some other place. If you do its not an issue, I can work around the Class feature (though I like it a lot) and can still implement a decent Rifts/Palladium ruleset with the base MoreCore ruleset.

    I have made a little tutorial of how to work with the MoreCore ruleset (with and without the most recent extension) and now I'm just trying to figure out what I can distribute without getting into issues with Palladium. The Classes, skills and powers are mostly dummy entries to demonstrate how it can be implemented by GMs but I am not sure how sensitive the company is. The empty character sheet is pretty boring but it may be the safest bet. That plus the tutorial should allow GMs to recreate it on their own with a little elbow grease. Any advice would be welcome.

    https://youtu.be/2H-Et68jWco

Page 170 of 331 First ... 70 120 160 168 169 170 171 172 180 220 270 ... Last

Thread Information

Users Browsing this Thread

There are currently 5 users browsing this thread. (0 members and 5 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in